Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs

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C#
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using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.Gal.Shader;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLShader : IGalShader
{
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public const int ReservedCbufCount = 1;
private const int ExtraDataSize = 4;
public OGLShaderProgram Current;
private ConcurrentDictionary<long, OGLShaderStage> Stages;
private Dictionary<OGLShaderProgram, int> Programs;
public int CurrentProgramHandle { get; private set; }
private OGLConstBuffer Buffer;
private int ExtraUboHandle;
public OGLShader(OGLConstBuffer Buffer)
{
this.Buffer = Buffer;
Stages = new ConcurrentDictionary<long, OGLShaderStage>();
Programs = new Dictionary<OGLShaderProgram, int>();
}
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
}
public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
}
private OGLShaderStage ShaderStageFactory(
IGalMemory Memory,
long Position,
long PositionB,
bool IsDualVp,
GalShaderType Type)
{
GlslProgram Program;
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
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GlslDecompiler Decompiler = new GlslDecompiler(OGLLimit.MaxUboSize, OGLExtension.NvidiaDrvier);
int ShaderDumpIndex = ShaderDumper.DumpIndex;
if (IsDualVp)
{
ShaderDumper.Dump(Memory, Position, Type, "a");
ShaderDumper.Dump(Memory, PositionB, Type, "b");
Program = Decompiler.Decompile(Memory, Position, PositionB, Type);
}
else
{
ShaderDumper.Dump(Memory, Position, Type);
Program = Decompiler.Decompile(Memory, Position, Type);
}
string Code = Program.Code;
if (ShaderDumper.IsDumpEnabled())
{
Code = "//Shader " + ShaderDumpIndex + Environment.NewLine + Code;
}
return new OGLShaderStage(Type, Code, Program.Uniforms, Program.Textures);
}
public IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
return Stage.ConstBufferUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
return Stage.TextureUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
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public unsafe void SetExtraData(float FlipX, float FlipY, int Instance)
{
BindProgram();
EnsureExtraBlock();
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
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float* Data = stackalloc float[ExtraDataSize];
Data[0] = FlipX;
Data[1] = FlipY;
Data[2] = BitConverter.Int32BitsToSingle(Instance);
//Invalidate buffer
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GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)Data);
}
public void Bind(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
Bind(Stage);
}
}
private void Bind(OGLShaderStage Stage)
{
if (Stage.Type == GalShaderType.Geometry)
{
//Enhanced layouts are required for Geometry shaders
//skip this stage if current driver has no ARB_enhanced_layouts
if (!OGLExtension.EnhancedLayouts)
{
return;
}
}
switch (Stage.Type)
{
case GalShaderType.Vertex: Current.Vertex = Stage; break;
case GalShaderType.TessControl: Current.TessControl = Stage; break;
case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
case GalShaderType.Geometry: Current.Geometry = Stage; break;
case GalShaderType.Fragment: Current.Fragment = Stage; break;
}
}
public void Unbind(GalShaderType Type)
{
switch (Type)
{
case GalShaderType.Vertex: Current.Vertex = null; break;
case GalShaderType.TessControl: Current.TessControl = null; break;
case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
case GalShaderType.Geometry: Current.Geometry = null; break;
case GalShaderType.Fragment: Current.Fragment = null; break;
}
}
public void BindProgram()
{
if (Current.Vertex == null ||
Current.Fragment == null)
{
return;
}
if (!Programs.TryGetValue(Current, out int Handle))
{
Handle = GL.CreateProgram();
AttachIfNotNull(Handle, Current.Vertex);
AttachIfNotNull(Handle, Current.TessControl);
AttachIfNotNull(Handle, Current.TessEvaluation);
AttachIfNotNull(Handle, Current.Geometry);
AttachIfNotNull(Handle, Current.Fragment);
GL.LinkProgram(Handle);
CheckProgramLink(Handle);
BindUniformBlocks(Handle);
BindTextureLocations(Handle);
Programs.Add(Current, Handle);
}
GL.UseProgram(Handle);
CurrentProgramHandle = Handle;
}
private void EnsureExtraBlock()
{
if (ExtraUboHandle == 0)
{
ExtraUboHandle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
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GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
}
}
private void AttachIfNotNull(int ProgramHandle, OGLShaderStage Stage)
{
if (Stage != null)
{
Stage.Compile();
GL.AttachShader(ProgramHandle, Stage.Handle);
}
}
private void BindUniformBlocks(int ProgramHandle)
{
int ExtraBlockindex = GL.GetUniformBlockIndex(ProgramHandle, GlslDecl.ExtraUniformBlockName);
GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
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int FreeBinding = ReservedCbufCount;
void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
{
int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
if (BlockIndex < 0)
{
//It is expected that its found, if it's not then driver might be in a malfunction
throw new InvalidOperationException();
}
GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
FreeBinding++;
}
}
}
BindUniformBlocksIfNotNull(Current.Vertex);
BindUniformBlocksIfNotNull(Current.TessControl);
BindUniformBlocksIfNotNull(Current.TessEvaluation);
BindUniformBlocksIfNotNull(Current.Geometry);
BindUniformBlocksIfNotNull(Current.Fragment);
}
private void BindTextureLocations(int ProgramHandle)
{
int Index = 0;
void BindTexturesIfNotNull(OGLShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo Decl in Stage.TextureUsage)
{
int Location = GL.GetUniformLocation(ProgramHandle, Decl.Name);
GL.Uniform1(Location, Index);
Index++;
}
}
}
GL.UseProgram(ProgramHandle);
BindTexturesIfNotNull(Current.Vertex);
BindTexturesIfNotNull(Current.TessControl);
BindTexturesIfNotNull(Current.TessEvaluation);
BindTexturesIfNotNull(Current.Geometry);
BindTexturesIfNotNull(Current.Fragment);
}
private static void CheckProgramLink(int Handle)
{
int Status = 0;
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
if (Status == 0)
{
throw new ShaderException(GL.GetProgramInfoLog(Handle));
}
}
}
}